Recent content by CodeLyoko

  1. A kingdom has conquered the entire map - Help

    The problem is the siege tower and battering ram. In native the sieges is more balanced because they need to attack using ladders. How to balance this?

    1 - In campaing map when you build catapult or ballista as attack force, the defenders catapult and ballista fire again you, but why they can not fire to siege tower and battering ram?
    2 - If the attackers need to wait more time to build siege engines, a lot of sieges didn't happaned because the arrived of refoirce troops, and the sieges that occurs fast, will be have a lot of losses like in native.
  2. Modding Q&A [For Quick Questions and Answers]

    Someone can help-me?

    I got this error when I leave my server, just in dedicated. The number of "Invalid Agent ID:" change every time, but LINE NO, and everything another is the same.

    SCRIPT WARNING ON OPCODE -2147481941: Invalid Agent ID: 2; LINE NO: 15:
    At Script [86] setup_agent_for_respawn

    in this script:

      ("setup_agent_for_respawn", # server: when an agent dies, clean up slots and attached props; set up lootable items
      [(store_script_param, ":agent_id", 1),
        (store_script_param, ":killer_agent_id", 2),

        (try_begin),
          (agent_is_active, ":agent_id"),
          (agent_get_attached_scene_prop, ":instance_id", ":agent_id"),
          (try_begin),
            (prop_instance_is_valid, ":instance_id"),
            (agent_set_attached_scene_prop, ":agent_id", -1),
            (call_script, "script_cart_set_detached_position", ":instance_id"),
          (try_end),
          (agent_set_slot, ":agent_id", slot_agent_died_normally, 1),
          (agent_set_slot, ":agent_id", slot_agent_cannot_attack, 0), # so the attack restrictons checking loop will skip this agent
          (agent_get_player_id, ":player_id", ":agent_id"),
          (player_is_active, ":player_id"),
         
          (try_begin),
            (neg|agent_is_non_player, ":player_id"),
            (player_get_slot, ":faction_id", ":player_id", slot_player_faction_id),
          (try_end),
         
          (agent_get_position, pos1, ":agent_id"),
          (set_spawn_position, pos1),
         
          (try_begin),
            (agent_is_active,":killer_agent_id"),
            (agent_get_player_id, ":killer_player_id", ":killer_agent_id"),
            (player_is_active, ":killer_player_id"),
            (neg|agent_is_non_player, ":killer_agent_id"),
            (player_get_slot, ":killer_faction_id", ":killer_player_id", slot_player_faction_id),
          (else_try),
            (assign,":killer_player_id",-1),
          (try_end),

          (try_begin),
            (neq,":killer_player_id",-1),
            #Check for hostile killer
            (call_script, "script_cf_factions_are_hostile", ":killer_faction_id", ":faction_id"),
            #if the two players factions are hostile then drop the loot
           
            (spawn_item, "itm_human_carcass", 0, corpse_prune_timer),# Human meat
            (scene_prop_set_slot, reg0, slot_animal_carcass_meat_count, 1), # Human Meat
           
            (store_random_in_range, ":imod", imod_plain, imod_cracked + 1),
            (spawn_item, "itm_agent_corpse", ":imod", corpse_prune_timer),
            (assign, ":corpse_instance_id", reg0),
            (prop_instance_set_position, ":corpse_instance_id", pos1),
           
            (store_mission_timer_a, ":loot_timer"),
            (val_add, ":loot_timer", corpse_loot_timer),
            (scene_prop_set_slot, ":corpse_instance_id", slot_scene_prop_corpse_owner, ":killer_player_id"),
            (scene_prop_set_slot, ":corpse_instance_id", slot_scene_prop_corpse_loot_timer, ":loot_timer"),
           
            (store_mission_timer_a, ":prune_time"),
            (val_add, ":prune_time", corpse_prune_timer),
            (scene_prop_set_slot, ":corpse_instance_id", slot_scene_prop_prune_time, ":prune_time"),
            (scene_prop_set_slot, ":corpse_instance_id", slot_scene_prop_inventory_count, corpse_inventory_slots),
            (scene_prop_set_slot, ":corpse_instance_id", slot_scene_prop_inventory_max_length, corpse_inventory_max_length),
            (val_add, "$g_last_inventory_unique_id", 1),
            (scene_prop_set_slot, ":corpse_instance_id", slot_scene_prop_inventory_unique_id, "$g_last_inventory_unique_id"),
            (assign, ":inventory_slot", slot_scene_prop_inventory_begin),
            (try_for_range, ":player_equip_slot", slot_player_equip_head, slot_player_equip_gloves + 1),
              (player_get_slot, ":item_id", ":player_id", ":player_equip_slot"),
              (ge, ":item_id", all_items_begin),
              (scene_prop_set_slot, ":corpse_instance_id", ":inventory_slot", ":item_id"),
              (val_add, ":inventory_slot", 1),
            (try_end),
            (try_begin), # if the only items dropped were rubbish default items, remove the corpse now for performance reasons
              (eq, ":inventory_slot", slot_scene_prop_inventory_begin),
              (scene_prop_set_prune_time, ":corpse_instance_id", 1),
            (try_end),
            (try_for_range, ":player_equip_slot", slot_player_equip_item_0, slot_player_equip_end),
              (player_set_slot, ":player_id", ":player_equip_slot", 0),
            (try_end),
            (agent_get_position, pos1, ":agent_id"),
            (agent_get_wielded_item, ":weapon_item_id", ":agent_id", 0),
            (agent_get_wielded_item, ":shield_item_id", ":agent_id", 1),
            (set_fixed_point_multiplier, 100),
            (position_get_z, ":height", pos1), # the engine only drops the wielded items, only if above water level: drop all equipped items
            (try_for_range, ":equip_slot", ek_item_0, ek_item_3 + 1),
              (agent_get_item_slot, ":item_id", ":agent_id", ":equip_slot"),
              (ge, ":item_id", all_items_begin),
              (try_begin),
                (this_or_next|eq, ":item_id", ":weapon_item_id"),
                (eq, ":item_id", ":shield_item_id"),
                (gt, ":height", -50),
                (neq, ":item_id", "itm_money_bag"),
              (else_try),
                (store_add, ":unequip_slot", ":equip_slot", 1),
                (agent_unequip_item, ":agent_id", ":item_id", ":unequip_slot"), # if spawning an item manually, remove it so the engine definitely won't drop a duplicate
                (call_script, "script_set_random_spawn_position", 50),
                (spawn_item, ":item_id", 0, "$g_spawn_item_prune_time"),
                (call_script, "script_check_on_item_dropped", ":agent_id", ":item_id", reg0, 1),
              (try_end),
            (try_end),
            (try_begin),
              (neq, "$g_game_type", "mt_permanent_death"),
              (agent_get_troop_id, ":troop_id", ":agent_id"),
              #Upkeep
              (troop_get_slot, ":upkeep_price", ":troop_id", slot_troop_upkeep_price),
              (try_begin),
                (gt,":upkeep_price",0),
                (try_begin),
                  (call_script, "script_cf_check_enough_gold", ":player_id", ":upkeep_price"),
                  (call_script, "script_player_adjust_gold", ":player_id", ":upkeep_price", -1),
                  (multiplayer_send_3_int_to_player, ":player_id", server_event_preset_message, "str_upkeep_money_take", preset_message_chat_log|preset_message_red, ":upkeep_price"),
                (else_try),
                  (try_begin),
                    (ge,":faction_id",castle_factions_begin),
                    (assign,":troop_id", "trp_serf"),
                  (else_try),
                    (assign,":troop_id", playable_troops_begin),
                  (try_end),
                  #Female troop types
                  (player_get_gender, ":gender", ":player_id"),
                  (try_begin),
                    (eq,":gender",tf_female),
                    (troop_get_slot, ":female_troop", ":troop_id", slot_troop_has_female),
                    (try_begin),
                      (ge,":female_troop",playable_troops_begin),
                        (assign,":troop_id",":female_troop"),
                    (try_end),
                  (else_try),
                    (troop_get_slot, ":male_troop", ":troop_id", slot_troop_female),
                    (ge,":male_troop",playable_troops_begin),
                      (assign,":troop_id",":male_troop"),
                  (try_end),
                  #Female end
                  (player_set_troop_id, ":player_id", ":troop_id"),
                  (multiplayer_send_3_int_to_player, ":player_id", server_event_preset_message, "str_upkeep_money_fail", preset_message_chat_log|preset_message_red, ":upkeep_price"),
                (try_end),
              (try_end),
              #Upkeep - End
            (try_end),
           
            (agent_get_slot, ":freeze_instance_id", ":agent_id", slot_agent_freeze_instance_id),
            (try_begin),
              (gt, ":freeze_instance_id", -1),
              (call_script, "script_remove_scene_prop", ":freeze_instance_id",0),
              (agent_set_slot, ":agent_id", slot_agent_freeze_instance_id, -1),
            (try_end),
            (troop_get_slot, ":spawn_health_percent", ":troop_id", slot_troop_spawn_health_percent),
            (player_set_slot, ":player_id", slot_player_next_spawn_health_percent, ":spawn_health_percent"),
          (else_try),
            (player_set_slot, ":player_id", slot_player_next_spawn_health_percent, 100),
            (player_set_troop_id, ":player_id", playable_troops_begin),
            (player_set_slot, ":player_id", slot_player_faction_id, factions_begin),
          (try_end),
          (player_set_slot, ":player_id", slot_player_spawn_state, player_spawn_state_dead),
        (try_end),
        ]),
  3. [Free-OpenSourceProject] Persistent World Scripts By Karma

    Wow, works fine with Xamp, thanks Karma for the scripts. Just a question, how to use admin commands in game?
  4. [Free-OpenSourceProject] Persistent World Scripts By Karma

    yeah I solved, but this error persist, when I test in http://localhost/backend/

    Fatal error: in C:\USBWebserver v8.6\root\backend\config.php on line 7

    the scripts in this line is that

    $db = new PDO("mysql:host=".$db_host.";dbname=".$db_database , $db_username , $db_password);
  5. [Free-OpenSourceProject] Persistent World Scripts By Karma

    Hi Karma, how I can use your scripts for a steam server. I don't know a version of WSE working in 1.173 in steam. And that in 1.170 don't apper in steam list.
  6. RELEASE: DanyEle's Persistent World Scripts

    Please help, I have 2 problens in install.

    1° in http://localhost/pwnameserver/?page=player_names

    What is server name and server password? Nothing work for me


    2° is

    Notice: Undefined index: id in C:\USBWebserver v8.6\root\backend\index.php on line 2

    Notice: Undefined index: pid in C:\USBWebserver v8.6\root\backend\index.php on line 3

    Notice: Undefined index: user in C:\USBWebserver v8.6\root\backend\index.php on line 4

    Notice: Undefined variable: deats_print in C:\USBWebserver v8.6\root\backend\index.php on line 129
    |4|1000|0|5000||411285|0|0|0| 0| 1

    in my http://localhost/backend/


    Please help-me, I need much this script, I expended much months in my new server.
  7. MP Native [WB] WarbandCoop V0.1.0 *DEAD*

    Game client not working, crash in main menu
  8. Native Skills

    Trade, spotting, leadership, persuasion, tactics and etc. Thats skills doing something in persistent world?
  9. Need Help with Craft

    I want remove stockpiles of weapons, not of resources. Something like buy system without pay, in a server with money, for craftsman don't need to buy for your own weapons. I tried to do that with buy scripts, worked fine for armors, but a lot of bug for weapons, in the weapons after buy 2 or 3...
  10. Persistent Lord

    I tried to change that, but never found where is the specific line. But that tools of admin solved my problem, thanks for help.
  11. Persistent Lord

    How to prevent to change the lord?
  12. Help me to make new updates for the patch.

    Actually Frank Troop Tree. Need to add frank menssager, frank dungeon guard, and anothers like that.

    Very Poor Armed, based on balanced troops with light armor or no armor, no long bow or crossbow, and a very small number of armored soldier.

    Franks are a versatile faction, but without strong points, they infantary is based on one handed troops with shied and light armor, or two handed troops with no armor, but much attack. Basic archers and cavalry.

    Franks vs Nord, A tier 5 of frank is like tier 3 of nords. They have weak infantary based on that, but have some cavalary.

    They are barbarian and a weak faction.

    #Frank Troops 
     
    ["frank_recruit","Frank Recruit","Frank Recruits",tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_hatchet,
        ],
      def_attrib|level(3),wp(50),knows_power_strike_1|knows_athletics_1,nord_face_younger_1, nord_face_old_2],

    ["frank_militia","Frank Militia","Frank Militias",tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_hatchet, itm_practice_shield,
        itm_shirt, itm_nomad_boots],
      def_attrib|level(6),wp(50),knows_power_strike_2|knows_athletics_2,nord_face_younger_1, nord_face_old_2], 

    ["frank_skirmisher","Frank Skirmisher","Frank Skirmishers",tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_hatchet, itm_javelin,
        ],
      def_attrib|level(6),wp(50),knows_power_strike_1|knows_power_throw_1|knows_athletics_2,nord_face_younger_1, nord_face_old_2], 

    ["frank_footman","Frank Footman","Frank Footmens",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_one_handed_war_axe_a,itm_spear,itm_tab_shield_round_a,
        itm_leather_cap,itm_shirt,itm_leather_boots],
      def_attrib|level(10),wp(70),knows_ironflesh_2|knows_power_strike_2|knows_power_throw_1|knows_athletics_2|knows_shield_1,nord_face_young_1, nord_face_old_2],

    ["frank_warrior","Frank Warrior","Frank Warriors",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_two_handed_axe,
        ],
      def_attrib|level(10),wp(70),knows_ironflesh_2|knows_power_strike_5|knows_athletics_3,nord_face_young_1, nord_face_old_2],

    ["frank_huntsman","Frank Huntsman","Frank Huntsmens",tf_guarantee_ranged|tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_arrows,itm_hatchet,itm_hunting_bow,
      itm_shirt],
      def_attrib|str_10|level(10),wp_melee(60)|wp_archery(70),knows_ironflesh_1|knows_power_draw_1|knows_athletics_2,nord_face_young_1, nord_face_old_2],

    ["frank_trained_footman","Frank Trained Footman","Frank Trained Footmens",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_one_handed_war_axe_b,itm_war_spear,itm_tab_shield_round_b,itm_javelin,
        itm_leather_cap,itm_tabard,itm_leather_boots],
      def_attrib|level(12),wp(70),knows_ironflesh_3|knows_power_strike_2|knows_power_throw_1|knows_athletics_2|knows_shield_1,nord_face_young_1, nord_face_old_2],

    ["frank_veteran_warrior","Frank Veteran Warrior","Frank Veteran Warriors",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_two_handed_battle_axe_2,
        ],
      def_attrib|level(12),wp(70),knows_ironflesh_2|knows_power_strike_7|knows_athletics_3,nord_face_young_1, nord_face_old_2],

    ["frank_archer","Frank Archer","Frank Archers",tf_guarantee_ranged|tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_arrows,itm_sword_medieval_b_small,itm_short_bow,
      itm_rawhide_coat,itm_nomad_boots],
      def_attrib|str_11|level(12),wp_melee(80)|wp_archery(90),knows_ironflesh_1|knows_power_draw_2|knows_athletics_3,nord_face_young_1, nord_face_old_2],

    ["frank_light_cavalry","Frank Light Cavalry","Frank Light Cavalrys",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_sword_medieval_a,itm_tab_shield_round_b,
        itm_leather_cap,itm_tabard,itm_leather_boots,itm_saddle_horse],
      def_attrib|level(12),wp(70),knows_ironflesh_3|knows_power_strike_2|knows_riding_2|knows_athletics_2|knows_shield_1,nord_face_young_1, nord_face_old_2],

    ["frank_champion","Frank Champion","Frank Champions",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_one_handed_battle_axe_c,itm_war_spear,itm_tab_shield_round_c,itm_jarid,
        itm_mail_coif,itm_mail_shirt,itm_leather_boots],
      def_attrib|level(15),wp(70),knows_ironflesh_5|knows_power_strike_2|knows_power_throw_2|knows_athletics_2|knows_shield_1,nord_face_middle_1, nord_face_old_2],

    ["frank_cavalry","Frank Cavalry","Frank Cavalrys",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_sword_medieval_c,itm_tab_shield_round_c,
        itm_mail_coif,itm_mail_shirt,itm_leather_boots,itm_charger],
      def_attrib|level(15),wp(70),knows_ironflesh_3|knows_power_strike_2|knows_riding_4|knows_athletics_2|knows_shield_1,nord_face_young_1, nord_face_old_2],



     
    #Frank Female Troops

    ["f_frank_recruit","Frank Recruit","Frank Recruits",tf_female|tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_hatchet,
        itm_shirt],
      def_attrib|level(6),wp(50),knows_athletics_1,nord_face_younger_woman_1, nord_face_old_woman_2],

    ["f_frank_militia","Frank Militia","Frank Militias",tf_female|tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_hatchet, itm_practice_shield,
        itm_shirt, itm_nomad_boots],
      def_attrib|level(6),wp(50),knows_power_strike_1|knows_athletics_2,nord_face_younger_woman_1, nord_face_old_woman_2],

    ["f_frank_skirmisher","Frank Skirmisher","Frank Skirmishers",tf_female|tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_hatchet, itm_javelin,
        ],
      def_attrib|level(6),wp(50),knows_power_strike_1|knows_power_throw_1|knows_athletics_2,nord_face_younger_woman_1, nord_face_old_woman_2],

    ["f_frank_footman","Frank Footman","Frank Footmens",tf_female|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_one_handed_war_axe_a,itm_spear,itm_tab_shield_round_a,
        itm_leather_cap,itm_linen_tunic,itm_leather_boots],
      def_attrib|level(10),wp(70),knows_ironflesh_2|knows_power_strike_2|knows_power_throw_1|knows_athletics_2|knows_shield_1,nord_face_younger_woman_1, nord_face_old_woman_2],

    ["f_frank_warrior","Frank Warrior","Frank Warriors",tf_female|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_two_handed_axe,
        itm_shirt],
      def_attrib|level(10),wp(70),knows_ironflesh_2|knows_power_strike_5|knows_athletics_3,nord_face_young_woman_1, nord_face_old_woman_2],

    ["f_frank_huntsman","Frank Huntsman","Frank Huntsmens",tf_female|tf_guarantee_ranged|tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_arrows,itm_hatchet,itm_hunting_bow,
      itm_shirt],
      def_attrib|str_10|level(11),wp_melee(60)|wp_archery(70),knows_ironflesh_1|knows_power_draw_1|knows_athletics_2,nord_face_young_woman_1, nord_face_old_woman_2],

    ["f_frank_trained_footman","Frank Trained Footman","Frank Trained Footmens",tf_female|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_one_handed_war_axe_b,itm_war_spear,itm_tab_shield_round_b,itm_javelin,
        itm_leather_cap,itm_tabard,itm_leather_boots],
      def_attrib|level(12),wp(70),knows_ironflesh_3|knows_power_strike_2|knows_power_throw_1|knows_athletics_2|knows_shield_1,nord_face_young_woman_1, nord_face_old_woman_2],

    ["f_frank_veteran_warrior","Frank Veteran Warrior","Frank Veteran Warriors",tf_female|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_two_handed_battle_axe_2,
        itm_shirt],
      def_attrib|level(12),wp(70),knows_ironflesh_2|knows_power_strike_7|knows_athletics_3,nord_face_young_woman_1, nord_face_old_woman_2],

    ["f_frank_archer","Frank Archer","Frank Archers",tf_female|tf_guarantee_ranged|tf_guarantee_boots|tf_guarantee_armor,0,0,fac_kingdom_6,
      [itm_arrows,itm_sword_medieval_b_small,itm_short_bow,
      itm_rawhide_coat,itm_nomad_boots],
      def_attrib|str_11|level(12),wp_melee(80)|wp_archery(90),knows_ironflesh_1|knows_power_draw_2|knows_athletics_3,nord_face_younger_woman_1, nord_face_old_woman_2],

    ["f_frank_light_cavalry","Frank Light Cavalry","Frank Light Cavalrys",tf_female|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_sword_medieval_a,itm_tab_shield_round_b,
        itm_leather_cap,itm_tabard,itm_leather_boots,itm_saddle_horse],
      def_attrib|level(12),wp(70),knows_ironflesh_3|knows_power_strike_2|knows_riding_2|knows_athletics_2|knows_shield_1,nord_face_young_woman_1, nord_face_old_woman_2],

    ["f_frank_champion","Frank Champion","Frank Champions",tf_female|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_one_handed_battle_axe_c,itm_war_spear,itm_tab_shield_round_c,itm_jarid,
        itm_mail_coif,itm_mail_shirt,itm_leather_boots],
      def_attrib|level(15),wp(70),knows_ironflesh_5|knows_power_strike_2|knows_power_throw_2|knows_athletics_2|knows_shield_1,nord_face_middle_woman_1, nord_face_old_woman_2],

    ["f_frank_cavalry","Frank Cavalry","Frank Cavalrys",tf_female|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_kingdom_6,
      [itm_sword_medieval_c,itm_tab_shield_round_c,
        itm_mail_coif,itm_mail_shirt,itm_leather_boots,itm_charger],
      def_attrib|level(15),wp(70),knows_ironflesh_3|knows_power_strike_2|knows_riding_4|knows_athletics_2|knows_shield_1,nord_face_middle_woman_1, nord_face_old_woman_2],

  13. Help me to make new updates for the patch.

    Guys, I am not a dev like wikeshoot and others, and a lot of us not too, but much things in this game need to conclusion. I am editing mount and blade version. First All texture packs from warband can put without problem in mount and blade for better graphics. Just user_interface_b you can...
  14. Warband edition

    Please update the warband edition with horses, cann't play the battle or edit, update right module system.
  15. SP Native Diplomacy 4.litdum (v1.7 has been released - 28.02.2023)

    Other good ideia, is the training field from rigalie.

    In this mod, have they open source.

    They have training field for village.

    "A training field allows to recruit village militias instead of the average farmer"

    http://www.moddb.com/mods/rigale/downloads/rigale-v010
Back
Top Bottom